EmuNewz Network
Shaun White Snowboarding - ULUS10399 - Printable Version

+- EmuNewz Network (https://www.emunewz.net/forum)
+-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191)
+--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51)
+---- Forum: Commercial Game Discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=54)
+----- Forum: JPCSP - Playable Games (https://www.emunewz.net/forum/forumdisplay.php?fid=65)
+----- Thread: Shaun White Snowboarding - ULUS10399 (/showthread.php?tid=80829)

Pages: 1 2


RE: Shaun White Snowboarding - ULUS10399 - sum2012 - 10-12-2012

I do not get this log from hle.sceAudio debug ?
(10-11-2012, 08:08 AM)gid15 Wrote:
Code:
42664     user_main     DEBUG     hle.sceAudio     hleAudioGetChannelRestLen(8) = 3584
42666     user_main     DEBUG     hle.sceAudio     sceAudioOutput2GetRestSample
42666     user_main     DEBUG     hle.sceAudio     free buffer 1483943368
42667     user_main     DEBUG     hle.sceAudio     hleAudioGetChannelRestLen(8) = 2048
42669     user_main     DEBUG     hle.sceAudio     sceAudioOutput2GetRestSample
42669     user_main     DEBUG     hle.sceAudio     hleAudioGetChannelRestLen(8) = 2048
42671     user_main     DEBUG     hle.sceAudio     sceAudioOutput2GetRestSample
42671     user_main     DEBUG     hle.sceAudio     hleAudioGetChannelRestLen(8) = 2048
It looks like the "user_main" thread is waiting for the audio channel to drain, but another thread is continuously sending audio.
This would explain why pausing Jpcsp for a short time does help: the audio continues to play while pausing and the audio channel gets empty, which then allows the "user_main" thread to go further.

I have to check if I can improve the compatibility of the sound buffering in Jpcsp... the difference is that if the sound buffer gets empty on OpenAL, it is producing a small "click" that can be heard when the sound output resumes, while it is not on a real PSP...




RE: Shaun White Snowboarding - ULUS10399 - sum2012 - 10-12-2012

Sorry ,I added a space so that debug not work.
Attach hle.sceAudio debug log again
edit:Add pause then resume method sound debug log

off topic:Logger should warn user that you type wrong debug name.



RE: Shaun White Snowboarding - ULUS10399 - nash67 - 11-02-2012

using r 2821
still sit on the Ubisoft logo unless you click pause then run again\
i added
<logger name='hle.sceAudio'> <level value='debug' /> </logger>

so here is the log





RE: Shaun White Snowboarding - ULUS10399 - sum2012 - 11-03-2012

I have a suspicion that audio channel need to do sync with user_main thread when audio channel is doing hleAudioGetChannelRestLen(8) or sceAudioOutput2GetRestSample


RE: Shaun White Snowboarding - ULUS10399 - nash67 - 12-16-2012

using r 2929
still freezes up on the Ubisoft logo screen
but when i added
<logger name='compiler'> <level value='debug' /> </logger>
it got further and freezes up after the intro
here is a compiler log



RE: Shaun White Snowboarding - ULUS10399 - nash67 - 03-29-2013

using r 3071
still the same problem
here is a compiler log


RE: Shaun White Snowboarding - ULUS10399 - sum2012 - 03-29-2013

Rev 3080
Can move to playable
Just no sound in ubisoft logo and no cutscrene sound in 1.jpg
Attach sceAudio debug log


RE: Shaun White Snowboarding - ULUS10399 - sum2012 - 06-21-2013

r3246 same